uniform mat4 u_mvp_matrix;
uniform mat4 u_inv_modelview_matrix;

attribute vec4 a_position;
attribute vec3 a_normal;

varying vec3 v_normal;

void main(){

	gl_Position = u_mvp_matrix * a_position;
	vec4 temp_normal = u_inv_modelview_matrix * vec4(a_normal, 0.0);
	v_normal = temp_normal.xyz;

}
